[Collection] Mithey's Maps ~ Chunk Restore 0.2 Alpha is now out!

Heya hey everyone, another quick update on things here for this week. I didn't get a ton done this week as I randomly got really sick there one day, but I finished up the design document and the plans for more ideas. I'm pretty happy with the amount of organization I have going here now so next week I'll for sure be actually getting things physically done with the map.

One of the things I've been thinking about for quite a while here now is how to make platforming and traversing fun, especially as I plan on having a decent focus on parkour this time. I've been looking at other games like Super Mario Odyssey on how it often does platforming bits and I've noticed things like double or even triple jump abilities are quite common. Having the ability to jump more than once can allow for more interesting jumps, and also potentially allows you to correct your mistakes if you're quick enough when you fail a jump. In addition platforming games often have a variety of unique fun ways of getting around.

So some slight spoilers here (as usual with these posts) but the plan here right now is to give the player a flap ability, like from Chicken's Courage but with only one extra "jump/flap", very early on in the map. A bit later on you will likely get another platforming ability - a dash ability that launches you forward, like from the Bear Bud's map. Linking the normal jump with a combination of those two abilities should make platforming a lot more interesting than normal boring Minecraft jumps. Later on you will likely have a chance to upgrade those abilities too. I also plan on having special objects in the environments at times which may launch you in certain directions or that you can physically ride. In general I'm hoping to have a lot more interactive and special stuff in the environments.

The potion system this time is getting yet another revamp too. The current plan is instead of randomly finding potions, you will instead find rare magical bottles. (Only a few total in the map) The magical bottles automatically refill to a potion type of your choosing each time you hit a spawnpoint, event/boss fight, on death, or area change. Some sort of recipe system for unlocking new potion types will be likely. Potions in general will focus on being much more potent this time but will often be instant or of short duration with them being much easier to refill. That should make them way more useful this time and make players not worry so much about "wasting" them.

If you're looking for longer duration status effects, or even permanent ones I should say, then you will have to take a look at the custom hat system. Hats that you find in the map won't give you stats, but rather different permanent passive status effects instead depending on what hat you're wearing. (Like speed, haste, strength, etc.) You can probably expect some weird looking hats at times like ones similar to the ones in Sad Panda Adventures 2!

Heya everyone, another update on things here! It's been a couple of weeks now, I had a bit of a slip up since my head started hurting a lot and could barely sleep - Had to get another wisdom tooth removed which was causing the pain. I'm better now and I've been getting a few things here done these past few days while getting back into the swing of things. I've made a few more decisions that I will likely be going with in Terra Restore Reborn...

*There won't be any enchanting system at all. The only way to get enchants is through gear which already has enchants on it. This is to keep things more simple for the player, to make gear more diverse, and to make it more worth switching up gear at times due to enchant diversity. (Players would be more tempted to switch to fire protection gear in a firey area for example, even if such gear has slightly less armor or whatever. If the player could just enchant things normally then they would probably only ever use their main super powerful set of gear)

*Essence of fire/air/water/earth will likely be merged into one item named just "essence" instead. This is to make it slightly less annoying to the player when they happen to have essence but not of the right type, again simplifies things a bit, and makes your inventory less cluttered. Essence will be used as the main common item for recipes and you will find it all throughout the world. Some recipes will likely require other items in addition to essence which would be more location specific, such as having to go into a cave to mine a certain type of ore.

*This one is a pretty big one, and will likely be the final new major map feature. I'm thinking I will likely be going down the RPG like "class" route this time. At the start of the map you will be able to choose from three different classes - Knight which is a bit more tanky, berserker which is more about damage and rushing enemies down, and druid which is a bit of a fast moving high health class that can kite and dodge things more easily.

Each class will come with a special class bonus/trait or two. Knights will likely gain a resistance buff for a few seconds after taking damage, berserkers will likely gain 1 health from every kill, and druids will have a wolf pet to help them fight.

This is a bit more tricky to explain, but classes also have pre-defined "attribute stat points" for lack of better words. Basically each class will have different levels of attack damage, health, armor, speed, attack speed, and luck. Such as knights having 3/10 attack, berserkers having 4/10 attack, and druids having 2/10 attack. On collecting 4 terra gems you will level up all of your classes. On level up you gain higher damage, health, etc. based on what your class's attribute stat point is at. So a berserker might gain +1 attack damage from leveling up for having 4/10 attack, where as a druid might only gain +0.5 attack damage for having 2/10 attack.

More classes will likely be unlocked over time on completing certain things, especially ones with even better attribute stat points and diverse roles. I might even make something like "class trial areas" at times where you have to go through a series of challenges, which if you beat will upgrade one of your existing classes. Upgrading your class would make them gain new traits and higher stat points. We will see though.

Anyway, I've just been trying to balance things out especially in terms of simplicity vs depth, fun factor, charm, development time, and such. I hopefully should have more stuff actually developed soon, though it is kind of a slight pain with how I need to make the map in 1.12, but do up all the commands and such in 1.13 since the map will be for 1.13+. MCEdit and other things don't support the new world format yet and I imagine probably won't for a while, so I have to juggle between versions. xD

*This one is a pretty big one, and will likely be the final new major map feature. I'm thinking I will likely be going down the RPG like "class" route this time. At the start of the map you will be able to choose from three different classes - Knight which is a bit more tanky, berserker which is more about damage and rushing enemies down, and druid which is a bit of a fast moving high health class that can kite and dodge things more easily.

Each class will come with a special class bonus/trait or two. Knights will likely gain a resistance buff for a few seconds after taking damage, berserkers will likely gain 1 health from every kill, and druids will have a wolf pet to help them fight.

This is a bit more tricky to explain, but classes also have pre-defined "attribute stat points" for lack of better words. Basically each class will have different levels of attack damage, health, armor, speed, attack speed, and luck. Such as knights having 3/10 attack, berserkers having 4/10 attack, and druids having 2/10 attack. On collecting 4 terra gems you will level up all of your classes. On level up you gain higher damage, health, etc. based on what your class's attribute stat point is at. So a berserker might gain +1 attack damage from leveling up for having 4/10 attack, where as a druid might only gain +0.5 attack damage for having 2/10 attack.

More classes will likely be unlocked over time on completing certain things, especially ones with even better attribute stat points and diverse roles. I might even make something like "class trial areas" at times where you have to go through a series of challenges, which if you beat will upgrade one of your existing classes. Upgrading your class would make them gain new traits and higher stat points. We will see though.

This sounds interesting, Mithey. However, does this mean you will be able to change classes in the middle of the adventure.

so i've played through TR 2 and CR now and i gotta say your maps are really good.

now hearing you're gonna go back to TR 2 and remaster it, even though CR is gone now i'm still pretty excited.

i was pretty disappointed when i finished TR 2 without the full story and seeing you go back and redo the whole thing to make it even better is just really great and i can't wait until it's finished.

one question though, any idea when there will be anything playable like the 0.1 or 0.2 version of chunk restore? or are you first gonna finish the whole idea and map before releasing it for the players?

last i would like to thank you for making such beautiful maps, you just make minecraft fun for me again.

one question though, any idea when there will be anything playable like the 0.1 or 0.2 version of chunk restore? or are you first gonna finish the whole idea and map before releasing it for the players?

I believe he said that he is going to release it one dungeon at a time, but the first version will only come out after 1.13 is released.

Heya hey everyone, another quick update on things here for Terra Restore Reborn! Things are starting to come along a lot more smoothly again! I got a fair amount done this week...

I tweaked and balanced the whole class system a bit more. Now classes begin with slightly different attributes from the start, instead of it only really kicking in when you collect a bunch of Terra Gems. Classes are also now balanced around 3 "tiers/levels". Basically the higher the tier/level the more attributes the class has. You will likely be able to upgrade all the classes to tier/level 3 somehow. (Though that won't be until at least 1/2 way through the map :P)

I've also decided that essence will be the main currency. There won't be any gold like in Chunk Restore.

The core map system is basically just about done. (Music, essence, clocks, world setup, players logging in, death, spawnpoint, right click detection, and area loading) It's actually kind of surprising how I only have like 15 command blocks in total this time at spawn. 1.13 definitely seems to be a lot better command wise. It's also really nice that I don't need to worry about having too many functions since I can just enable/disable datapacks in game whenever I want.

Rough map progress

Initial organization - 100% Done

Core map system - 80% done

Lobby - 90% done

Classes - 50% done

Intro cutscene - 50% done

Intro town - 0% done

First dungeon - 0% done

Player base - 0% done

Other systems - 0% done

Testing/tweaking/finalizing - 0% done

Next week I'll probably:

Finish up the core map system and get it all completely organized and tweaked

Try and look into the new version of .lang files so that the map can be easily translatable

Set up all of the map options. Potentially including a new option which tweaks the amount of natural mobs that spawn in at once. (So you could have like up to 5x the normal amount of natural monsters if you really want, which might be nice for multiplayer)

Although I'm sad to see Chunk Restore go, I can't wait for the remake of TR 2. I have a few questions about the upcoming map:

1) Will there, at any point, be shields that can be used in combat? I know they're a little over-powered, but they add a lot of fun and flexibility to combat.

2) Are you going to do something similar to Chunk Restore, in that some weapons will be spam-click and others will need to be timed? That was a feature I really liked.

3) Like you mentioned, what other classes would be unlocked as the story progressed? Maybe something like archer, tank, etc? I think classes would really help personalize the gameplay!

Anyway, that's all for now. Hope getting wisdom teeth out wasn't too bad, I have to get mine out soon... :/

I would like to have shields at some point in the map, however not the normal Minecraft shields. Instead it would be something you could right click every like 10 seconds and it would give you resistance 3 (60% damage reduction) and slowness to imitate shields but not be overpowered.

Weapons will be of different varying speeds, yeah ^^

Other classes could include things like archer, adventurer, warrior, witch, farmer, engineer, dragoons, ninja, celestial, wizard, bard, treasure hunter, pyromaniac, etc. I doubt all of those would get added in, but those are some ideas. Knights are suppose to be more so the tanky class, berserkers being a damage dealing class that specializes in quick attacks, and druids being more of a kiting and survival type class.

The wisdom teeth were not too bad thanks to the pain meds and what not really, it wasn't as bad as the root canal that I got anyway lol

Heya hey everyone, another quick update on how things are going here with Terra Restore Reborn! I've been getting quite a lot done with a new system lately...

At first my plan was to make it so the Chambers of Valor was the place you would teleport to for setting options, changing gear, changing classes, and that sort of thing. I was going to have it so there were a bunch of places you could teleport to it in the map, but I actually came up with a better idea this time which uses new 1.13 command functionality.

So I went ahead and spent a few days on making a 3D menu system that you can spawn in at any time by just right clicking an item:

It has a number of properties such as it using raycasting to spawn in front of you, some degree of collision detection so it will try and avoid spawning in a wall, items you mouse over glow, options you currently have selected have particles to them, and some other neat things ^^ It's really easy and simple to use, you just of course right click whatever you want. I'm really happy how it turned out, though it did take quite a while to make especially since I had to learn about all the new execute commands in the process xD It also causes next to no lag at all, outside of a little from the mouse over glow option which gets disabled if performance is set to minimal

Besides that I also went ahead and tackled the organization of dialogue and such for easy and convenient map translation. I actually went ahead and decided to use both the new lang file system, and also added in a function folder dedicated to map dialogue. The new resource pack based lang file system is nice although still not the most convenient with formatting and such, so I'm primarily just using function files.

Anyway, next on my list is to actually get the class system implemented here. That's all for now though!